'''Strengths: Great pressure, good poking and neutral, can rush down or zone, good anti-air, and is decently strong in every offensive aspect of the game. Ball setups allow him to be extremely versatile.''' <br/>

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'''Weaknesses:''' <br/>

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'''Weaknesses: Low health and guts, no reversals or any way to get out of pressure outside of system mechanics. ''' <br/>

'''Movement Options:''' 1 Double Jump/Air Dash, Run-Type Dash

'''Movement Options:''' 1 Double Jump/Air Dash, Run-Type Dash

Revision as of 21:47, 29 December 2012

Venom

Contents

Overview

Guts Rating: 1Defense Modifier: x1.06Stun Resistance: 60Strengths: Great pressure, good poking and neutral, can rush down or zone, good anti-air, and is decently strong in every offensive aspect of the game. Ball setups allow him to be extremely versatile.Weaknesses: Low health and guts, no reversals or any way to get out of pressure outside of system mechanics. Movement Options: 1 Double Jump/Air Dash, Run-Type Dash

This move is absolutely amazing. In ranges you can use it, this is definitely one of your go-to pokes. Deals massive guard bar on block and offers time to charge a ball in and of itself. Its speed makes it handy for various links and you can freely chain into and out of it. Sometimes useful as an anti-air, and excellent for option selecting with forward throws. The only bad thing about this move is that you can't do it from further away, so often 2K is the correct 5 frame move to use.

Venom's far slash is excellent for controlling space. Though Venom reaches his vulnerable box forward during use, it's pretty fast and it covers a great distance. If you're at that end point, it's a very useful poke that you can generally cancel a ball from. If a ball is in the way, a random f.S can be confirmed to 623D on hit for distance knockdown.

A fair move in blockstrings and ground combos, though it's not much use as a poke. Does get balls moving very quick quite fast, though. Puts the opponent in enough blockstun so that you can force them to block a Dark Angel, though some characters have ways out of it.

Venom's anti-air is not the best, but it accomplishes what you'd really want it to. Has a very vertical hitbox which can make up for its hurtbox not being particularly small. Good in combos thanks to the 6P 6H Carcass Raid chain.

This move is gigantic! Swats people out of the sky. Can be used as a kind-of-meh anti-air and aerial denial if you're at f.S range and expect someone may try to jump over you. Watch out for its dead zone, though. A staple combo move with its groundbounce and long untechable time.

Venom has no moves with actual invulnerability and his backstep is pretty mediocre. Thankfully, though, he has this move. Wallsticks, and knocks the opponent across the arena if you're not close enough to a corner.

This little kick, though, is really good. Tied with c.S for Venom's fastest normal, a staple low for combo starters and a pretty good poke in general. Its proration is kind of unfortunate, but that's to be expected from 2Ks. Will hit balls flush against the ground.

Venom's 2S is shockingly fast for the space it covers. A great poke; everything beyond its reach is f.S territory anyway. Will hit at match start distance, and immediately establishes your spacing and control. This is just a move that the opponent must have an answer for.

Hits balls at a useful angle, is useful in ground combos and blockstrings. Another move that is sometimes useful as a matchup-specific anti-air, and it raises guard bar by 2x14, which after a c.S will often force it flashing, bar FD.

Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. Venom quickly becomes very low to the ground when using it which can be useful for going under various things. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen, and can cancel to stinger aim FRC to start an air combo (though it's rare that this is the correct option, it can be useful off various corner setups.) But unfortunately, it's not something you can afford to ever just throw out, because if it whiffs they get a punish for free. Must be cancelled to be any good.

Venom's fastest air normal. It's jump cancellable, hits balls at a great angle (if a bit too fast for many setups), and is generally a solid tool. Hits behind it, can be a solid crossup, allows shenanigans like wakeup ball into jumping over them and air dashing back for an unexpected overhead.

Useful in air blockstrings, combos, and setups. Decent air-to-ground poke without a ball. There's not that much to j.H to really write home about, but it's useful. The plummet effect is good for some air strings. And of course, it's useful in ball control.

Another fast Venom air move, this one makes for pretty decent air-to-air and also wallbounces. Can also be useful in air dash blockstrings as if not blocked high in the corner it will wallbounce and you can pick them up with c.S, but watch out for that landing recovery...

Can start a small combo if you throw the opponent while very low to the ground. Can often connect 6H,though not against cornered opponents thanks to the dead zone; use 6P 6H or super jump with an air string then.